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Posts
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Everything posted by andy5995
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Mainland with teammates placed closely together
andy5995 replied to andy5995's topic in Scenario Design/Map making
Actually nevermind. @Freagarachsuggested using something like what's done for team placement in the Frontier random map -
Mainland with teammates placed closely together
andy5995 replied to andy5995's topic in Scenario Design/Map making
So I'm working on this patch but I have no idea how to get the value of "EvenPlayerSpacing" from mainland.json for use in mainland.js. @nani or anyone know? -
Mainland with teammates placed closely together
andy5995 replied to andy5995's topic in Scenario Design/Map making
I moved this map to the Community Maps 2 mod (v0.25.4) I also submitted a patch that would add this map to vanilla 0ad. -
The dock does not appear to be attached to land. This was on the Schwarzwald map, with no mods enabled. commands.txt metadata.json
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opinion suggest separating and moving the off-topic section
andy5995 posted a topic in Help & Feedback
I was thinking that it might be better to separate the "Introductions and Off-topic" section. That's in the Welcome category, and there's probably little point in someone new to 0ad seeing politically-oriented posts in the same area where they're introducing themselves and being welcomed. The Off-topic section might fit better at the bottom of the forum. cc @feneur@plumo@mysticjim@Stan` -
Generally, if a program is frozen, it can't accept any input, so if a program had a shortcut key combination to kill it in that case, it wouldn't be "seen" by the program. What operating system are you using? On Linux, from your desktop settings, you could add a keyboard settting (application shortcut) to run "xkill". You can see what happens if you run xkill at the command line. So if you add a keyboard shortcut to execute xkill with CTRL+Alt+K, for example, that should give you the ability to kill any program simply by clicking on it (You'll see the mouse cursor change into a skull and crossbones icon).
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This map loads with no warnings or errors. Especially at start though, scrolling seems very sluggish. I've added it to the community maps 2 mod.
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Fixed. Thanks for the report @Old Roman
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I've added The Limes to the community maps 2 mod.
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[Scenario] Western Mediterranean (5)
andy5995 replied to Palaxin's topic in Scenario Design/Map making
I understand. And you bring up a good point. I opened a ticket regarding map licenses. The map looks good, btw -
Is there a tool to generate a map preview png file (for art/textures/ui/session/icons/mappreview)?
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[Scenario] Western Mediterranean (5)
andy5995 replied to Palaxin's topic in Scenario Design/Map making
@PravetzWould you be interested in adding your map to the Community Maps 2 mod? -
It looks like the community maps mod hasn't been updated since a23, so I've made a temporary fork of the project called community maps 2 It's pretty basic, but it gives access to the maps again. And I've run some migration scripts on the maps themselves to make them compatible with >=a24. Though I haven't checked them all for warnings or errors. If you notice any problems, just open a ticket on the community maps 2 repo and I'll try to fix things up; or you can make a PR if you feel like it. The pyromod file can be downloaded from the releases section
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skirmish maps Cliffs of Carnage - new 4v4 PvP map
andy5995 replied to andy5995's topic in Scenario Design/Map making
I put this map, along with the others me and @Jammyjamjammanmodified/created, into a mod. So now it's simply a matter of installing the pyromod file listed at https://github.com/0ad-matters/0ad-maps/releases Any maps from my other forums posts that you downloaded and put into user/maps/random or user/maps/skirmishes can be deleted after the mod is installed. -
Attached is a pyromod file of a Kiara bot snapshot at commit 64fa277 on Sep 24, 2021 (for anyone who wants to try it out). kiara-64fa277.pyromod
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I've played vs the Catilina AI without the balancing modifications, and it does seem significantly more challenging. I wanted to suggest splitting off your AI modifications to a separate project/mod. I'd like to play with just the Catilina AI but otherwise vanilla 0ad.
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Me too.
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I found there's already an extensive thread about a harder AI and a couple that are being worked on are Kiara and Catilini Another related thread (res-gestae-mod) So.. this very simple mod I did is likely not worth trying at this point.
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I don't even think this mod works. After more testing, Very Hard AI vs Extreme, I'm not seeing any noticeable difference. Sometimes the VH wins, sometime the Extreme wins. Even if I change the rate of the extreme to 3.5 and build/research time to 0.5.
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I've made the rate and time configurable in options->game setup; however, I didn't notice any effect when testing. @Freagarachcan you tell me how to view the values of the rate and time array during game play? Using the Javascript console somehow?
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@FreagarachI usually don't play solo... me and Jammy sometimes play vs 3 or 4 VH bots or 5 med bots. But that means we can't play any skirmish maps; there are no 2v4 or 2v5 skirmish maps in the default 0ad distribution. Also, sometimes we play with 1 or 2 other people, in which case 4 or 5 VH bots doesn't make for a challenging game. And then there's the point @Ceresmade @CeresI don't think it's off-topic when when a thread about a mod develops into a discussion about implementing the mod into the main code base.